Nov 15, 2014

Fallen Angel Guide

The Fallen Angel class
Is a support class that is mostly needed to teleport your party around and setting up plays in PvP. Purging enemies with their huge area of effect abilities and removing buffs from enemies in PvP. Heavenly Calling is also one of the most useful skills in the game. The Fallen Angel is a hard class to play and should always be played by the leader of the group.

• Very strong transformation gives them tons of versatility• Very strong ally in PvP• Can be used for epic grinding with Heavenly Calling• Very good support skills• Impossible to kill in PvP with Sanctuary• Very few weaknesses

• Uses a ton of CP• Their damage diminishes at high level• Needs very high level for highest potential

Pulse of Holy Power and Wings of Blood is your main source of single target damage. Pulse gains CP but does less damage than Wings of Blood.Sanctuary can be used to get out of sticky situations as it makes you invincible.Evacuation is used to quickly teleport around the world.Heavenly Calling is one of the most useful skills in the game. Use it to call your party members to you.Portal is used to make a portal to nearby cities when you dont want to go there yourself. However its a high level skill and costs alot of skill points and is usually a waste.Detection of Evil detects all enemy units on your minimap and is a very useful skill overall.Unholy Destruction and Undead Destruction is used to passively deal area of effect damage to targets around you.Wrath, Holy Cross and Judgement Day is your main area of effect skills, Wrath being the weakest and Judgement day being the strongest. They all have their weaknesses and strengths, Wrath consumes low amounts of charge points while Judgement Day consumes a ton of charge points. Judgement Day should be mainly used to cleanse party members of debuffs. Holy Cross is a much better choice for damage output.Bending of Time should be used to gain CP whenever you need it and maybe haste party members if no mage is nearby.

Free running is the main source of defense for a Fallen Angel, learn to run and maneuver properly and it will save you 9 out of 10 times.Hold Human and Dispel Magic is your single target support abilities, use them on mages and priests to disrupt them.Heavenly Calling is a must have for all parties, get a ton of movement speed and call away is a very good hit and run strategy and can also be used to get allies out of sticky situations.Detection of Evil should be on at all times to detect nearby enemy units on the minimap.Sanctuary should be used to get yourself out of sticky situations.
Transforming to priest is an option if your team needs a more stationary defensive tactic but it can also be worse since your group have less utility and maneuver.

Hammer of Many Blessings
Strike the target with a magical hammer, dealing 100% damage with 5% accuracy and reduces the targets light resistance by 15% for 10 seconds.

Hammer of the Heavens
Strike the target twice with a hammer from the sky, dealing 210% damage with 7% accuracy and 50% chance to stun the target for 0.5 seconds and lower their level by 1 for 5 seconds.
- Stacks with itself for a maximum of 16 levels.
- Deals damage twice but the second attack is only a mirror strike of the first.

Flurry of Feathers
Blow a flurry of feathers on the target, dealing 150% damage and 16-18 light damage with 9% accuracy and decreases their accuracy and avoidance for 27 seconds.

Pulse of Holy Power
Cast a circle of holy energy on the target, dealing 120-270 light damage with 30% attack speek and decreases their accuracy and avoidance for 27 seconds.
- Consumes 5 CP.

Sanctuary
Shield yourself from all harm, making you immune to everything for 40 seconds and increases your movement speed by 10% but you can no longer run.
- Sets your movement to walking and you cannot switch back until you cancel the effect.
- Use Sanctuary again to cancel the effect.

Evacuation
Teleport yourself to a nearby friendly village of your choice.
- Increase the skill level of Evacuation to go to villages further away.
- Need level 40 Evacuation for 100% chance to teleport yourself.

Heavenly Calling
Call all party members to you, have a 100% chance to making them appear next to you.
- 0.5 seconds cast speed.
- Increase the skill level of Heavenly Calling to call party members that are further away.
- Need level 40 Heavenly Calling to have a 100% chance to teleport party members to you.
- Skill level 55 or higher will make Heavenly Calling gain CP when used.
- Skill level 80 will let you call from the other side of the world.
- Using Heavnely Calling and failling will consume lots of charge points, so always have potions with you or you will transform to Priest.

Portal
Open a portal to a nearby friendly village of your choice. Party members can enter the portal to go there.
- 0.5 seconds cast speed.
- Increase the skill level of Portal to go to villages further away.
- The portal lasts 54 seconds.
- Mostly used to make a one way ticket to Damel.

Holy Cross
Summon a holy nova at the target location, dealing 1-601 light damage to all enemies within 6m radius and restores 300 health points to all friendly units caught in the nova.
- Damage decreases the further away from the middle the targets is. (Minimum 90%) (Maximum 130%)
- Consumes 350 CP.

Judgement Day
Summon a holy nova at the target location, dealing 1-701 light damage to all enemies within 6.5m radius and cures all abnormal conditions from allies caught in the nova.
- Damage decreases the further away from the middle the targets is. (Minimum 90%) (Maximum 130%)
- Consumes 400 CP.

Recallection
Recall your dreams over 0.94 seconds, restoring 40 CP.

Retrospection
Recall your dreams over 1.41 seconds, restoring 90 CP and increases the movement and attack speed of all party members within 6.5m by 20% for 15 seconds.

Ancient Memory
Recall your dreams over 1.88 seconds, restoring 170 CP and increases the movement and attack speed of all party members within 5m by 30% for 20 seconds.

Bending of Time
Recall your dreams over 2.19 seconds, restoring 450 CP and increases the movement and attack speed of all party members within 6m by 40% for 35 seconds.

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